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So Supercon was pretty crazy. We saw a few thousand people and got a lot of new fans along the way. People finally got to play Rebirth for the first time and we collected some great feedback and spotted some issues along the way (like performance, major bugs, etc).

I know I've sucked about keeping the media up to date. Trust me, this is on my mind a lot these days. However, do remember that every day I forget to add new media, is a day I'm spending working furiously on the game instead ;-)

To give you an idea of what I've managed to tackle this month, here's a short list that's totally not inclusive of everything I've actually done, just some highlights!

July Additions/Fixes/Work Done

Demoed Rebirth for 4 days at Florida Supercon

Those same 4 days, created a new game mode "Survival Mode" which is more action packed than our initial demo so people could play for a few minutes and see more of the game

Discovered some terrible issues with AI which were slowing FPS to a crawl

Created a new AI director system which turns AI on/off as well as increases/decreases AI thinking speed based on distance to the player

Loot collected is now randomly distributed along inventory (it used to stack all in one corner, annoyingly)

Added UI hints for interactive objects

Created music director system which dynamically changes music based on world events

Created Electric Generators and Power system. Allows players to power generators using gasoline, turn them on/off at will. Items attached to generator are marked as "powered" and can be turned on and off. Currently the main item you can attach is a Flood Light for... important purposes. Would love to hear ideas about other electric things you'd like to be able to attach!

As you can see, it's quite the full plate but I'm hoping to get a lot of that done. I'm putting a heavy emphasis on getting the current demo map as playable as possible so we can provide Kickstarter backers with instant Alpha access. Once we have the demo nice and playable and FUN we'll start releasing media like crazy and answering all the questions you probably have about the features and enemies we've been so tight-lipped about.

So please, hang on a little longer, I swear there's a ton of info and content coming your way very soon!

AfternoonFend off a group of survivors who found your house. Reinforce the barricades, check to make sure you have enough batteries for your flashlight.

NightSurvive.

Rebirth is a game about survival. The world is in shambles, shattered to the core due to a mix of mysterious events. The air is barely breathable, society has crumbled and governments have toppled. What will you do when your way of life no longer exists and strange beings roam the earth?

Do you have the will to survive?

Features

Community built game - I actively poll the community for feature ideas, scare ideas, and many other things. I want the community to feel like they are part of our development team! There are already a lot of ideas implemented, and I'm always looking for more!

Procedurally generated world – There will be a large amount of buildings and places that are procedurally generated to keep gameplay fresh and interesting each time you play.

Head on over to the Discussions section and see how you could help design a scare for the game. If I like an idea, I will contact the author and work with them to try to get the idea into the game!

Some answers to commonly asked questions:

1) The core of the game here is survival horror. My influences: Silent Hill, STALKER, I am Legend, Book of Eli, The Road, SCP.

2) This is not a DayZ clone. The game probably has more in common with Project Zomboid than DayZ, when it comes to the core game ideas, Gameplay and shooting mechanics will be shown soon. Melee combat will play a big role in the game as well. The game isn't about zombies, zombies just happen to be one of the many things roaming the earth in-game.

3) Yes there are a large amount of Survival elements, but the game's focus is not hyper-realism, but to use realism when it serves gameplay. Examples: Hunger, Shelter, Scavenging, barricades, batteries for your lights, etc. There will be a large emphasis on this gameplay to keep players challenged and on their toes, and keep them engaged. What you are likely not to see: Super realistic bullet physics for a pistols, shotguns, or rifles. A sniper rifle? Maybe, they are likely to be actual physical bullets with drop and gravity taken into account, but only for that gun type.

4) No this is not a "zombie game". Yes, there are zombies, no, they are not the only enemy nor the main antagonists. There are varied enemy types already in the alpha (other survivors, zombies, stationary enemies that pop out of the ground and can eat you, a secret enemy that only comes out at night, and many more are planned and in the works).

5) This game will not be easy. Its about harsh survival and engaging gameplay. My hope is to make a game so fun, that even dying is entertaining.

6) Singleplayer now, multiplayer later. Multiplayer will not be forced on people, the game is being made as singleplayer and the option will never be removed.

Current state of the game

The game is still in pre-alpha version, and once a build that has a nice cross-section of gameplay is finished, it will most likely be released to devoted fans of the game. As a developer, I welcome gameplay feedback and encourage the community to submit their ideas, and tell us what you'd like to see in your sandbox horror experience. I love to communicate and get your feedback! I have heard some amazing ideas come from the community already, some of which we deemed good additions to the game and are working to incorporate as I write this.

The game is still a work in progress. We may release some early "WIP" videos to the community if we get interest, just keep in mind they'll be rough and unfinished as we continue to make progress. This is a labor of love in our spare time folks, we all have day jobs, sadly! We'd love to see this game eventually on Steam not for the money, but to increase visibility and convenience for users. This game is not being made to make heaps of cash, its being made because we enjoy creating a game we'd like to play. Should heaps of cash appear as a result, great. If not, that's fine too!

Alpha gameplay will likely be singleplayer, and as core systems are finished multiplayer will then be incorporated if community feedback is good (this way we know if the work is worthwhile, or if we should focus on single player improvements instead)

I hope my honesty pays off, and I really hope to bring the community a fun, entertaining, and horrifying sandbox experience!

NOTE: The game will also be deployed on Linux, when it is ready. This includes Alpha builds when they are available.

Whether we get Greenlit or not by Steam, the game is being created. What will change is how easy it will be for people to acquire. Comments of "Do X or I down vote" will be ignored.

Seriously, at this point with ZERO announcements since 2014 and nothing in the comments for the past 2 years, the future of this game is looking very bleak. Myself along with everyone who has shown interest in your product since it started years ago are assuming this game is dead. I honestly believe you guys have just stopped working on the game and have left everyone here in the dark. If you guys gave up on making the game, or whatever the case may be, you need to tell us. We deserve to know whats going on in the development proccess, even if there is no longer development happening.